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Stats

Posted: Mon Jan 07, 2013 6:09 pm
by Jabantiz
I added some code to handle all the misc stats, even those not sent to the client. Currently only potency uses this system but it is simple, just a new map<> in entity.h, currently public but will move it to private and make a getter function if we keep it. To get a stat all you have to do is call stats[stat define] so if you want potency for the player you just use

Code: Select all

float player_potency = 0;
player_potency = player->stats[ITEM_STAT_POTENCY];
It does store floats but currently the code only takes sint16, another thing I will fix if we keep this. Any feedback on this would be appreciated.

PS - I know I said only potency uses this, but any obscure stat that isn't sent to the client will currently use this as well, just no way to verify it works in the UI right now, could add code to /test to print the stats to the chat window but was to lazy to do that.

Re: Stats

Posted: Tue Jan 08, 2013 6:54 am
by John Adams
Jabantiz wrote:but was to lazy to do that.
Stop it.

:mrgreen:

Re: Stats

Posted: Mon Jul 22, 2013 3:33 pm
by thefoof
Not sure if this is 100% up to date but a nice little summary of stat caps (along with some history of changed caps)

http://www.eq2flames.com/combat-discuss ... -caps.html

Extra Info for changed mechanics


1. Hate gain used to be capped at 50%

2. haste and dps used to be hard-capped at 200 (125% increase, diminishing returns start after 100)

3. Multi attack used to be capped at 100%, which meant a double attack on every auto attack. (the roll for primary and secondary weapons is also separate for this stat, another useful tidbit)

4. AE auto attack didn't used to count on secondary or ranged weapons.

Re: Stats

Posted: Tue Jul 23, 2013 1:06 am
by Riven
Here is the eq2 wikia page for caps, explains each cap up to now.

http://eq2.wikia.com/wiki/Cap

Re: Stats

Posted: Tue Jul 23, 2013 1:08 am
by Riven
Probably needs an update but if you need any calc for a cap or check it on live let me know.

Re: Stats

Posted: Tue Jul 23, 2013 6:04 am
by thefoof
New code that I'll commit later today after I can test it.

Sta and primary stats will now give hp/power bonuses, these also show up correctly in the UI.

Re: Stats

Posted: Sun Sep 01, 2013 4:09 am
by thefoof
Just started work on implimenting casting speed and have the formulas for + and - casting speed coded in, does anyone know if negative casting speed ever caps? I have it set as 1.5 right now but I vaguely remember some fights that debuffed your casting speed to the point that casting anything took ages, and not sure if a 1.5 modifier will do that.

But my memory is fuzzy so anyone with solid info I would appreciate :D, not sure negative caps for casting speed are really discussed anywhere on the net.

Re: Stats

Posted: Sun Sep 01, 2013 5:57 pm
by thefoof
Just committed the casting speed code. I only set it to be used for regular spells not entity commands as I'm not sure if entity commands are modded by it on live but that can easily be changed. I also left the -100% cap on, again that can easily be changed later if needed as well.

Re: Stats

Posted: Thu Oct 17, 2013 8:09 pm
by thefoof
Just committed support for haste/multi attack which I've been working on, on and off for awhile. I also changed the way we use auto attack timers slightly so that when we allow changing weapons in combat in the future it won't cause any conflicts. I basically added a value that holds the player's base weapon timers and used the old delay timer value as the actual swing timer.

I also slightly modified the weapon is ready checks, the way it was someone could use a range shot right after a melee attack if the ranges were right (which would be hard/impossible to do).

I didn't look at the packets that show that you've multi attacked, but you will attack multiple times just like on live now.

Side note ranged combat doesn't toggle correctly. It only seems to work right after equipping a bow, nothing I changed here should have affected that though.

Re: Stats

Posted: Fri Oct 18, 2013 1:50 am
by thefoof
thefoof wrote:Side note ranged combat doesn't toggle correctly. It only seems to work right after equipping a bow, nothing I changed here should have affected that though.

This is fixed, had to rework InCombat() and the autoattack/attack commands slightly, along with a couple other minor fixes. The character flag will now correctly toggle.